Fire Safety Journal: Bryan L. Mesmer, Christina L. Bloebaum
Fire Safety Journal: Bryan L. Mesmer, Christina L. Bloebaum
art ic l e i nf o
a b s t r a c t
Article history:
Received 3 November 2013
Received in revised form
24 April 2014
Accepted 11 May 2014
Available online 6 June 2014
This paper explores the use of utility and game theory to model egress decisions for exit choices found in
evacuations. These mathematically rigorous theories serve as a basis for individual exit decision making
that captures interactions between evacuees. The model presented in this paper is fundamentally
different from traditional evacuation simulators that capture the exit selection behaviour through simple
heuristics or objective functions. A utility function based on energy consumption of exit alternatives is
created that captures evacuee risk preferences and beliefs. Multiple game forms are created to allow for
trade-offs between model delity and computational complexity. These models range from Bayesian
games to simplied normal games. Multiple examples and validations are used to show that the decision
analysis model developed here captures natural human tendencies and characteristics. This enables
creation of a high delity exit decision model that simulates exit selection of evacuees.
& 2014 Elsevier Ltd. All rights reserved.
Keywords:
Evacuation
Game theory
Bayesian game theory
Decision analysis
Exit selection
1. Introduction
An egress scenario can be viewed as a series of decision making
processes by the individuals involved. Many decisions are made by
evacuees during an egress situation. Evacuees interpret information from multiple sources, which provides new knowledge on
which to base their decisions. This knowledge contributes to
evacuees beliefs on their exit alternatives. Evacuees determine
their best course of action based on their beliefs and preferences.
ESM [1], Exodus [2], SGEM [3] and SIMULEX [4] are well known
evacuation programs that use heuristics or simple objective functions associated with exit alternatives to determine an evacuee's
destination goal. While these methods attempt to capture the
decision making process, the key component of evacuee interactions is missing. Vacate [57] is a non-nodal based egress model
that uses driving forces to simulate the individual's wants and
needs. While the driving force approach captures some human to
human interactions, a method with a proven mathematical foundation for solving human interaction problems is still needed. This
paper presents a novel method to model the decisions evacuees
make concerning egress alternatives, with a focus on the effects of
evacuee interactions. The mathematically rigorous method of
this paper captures the exit selection of the individual through
simulation of the decision analysis process rather than a heuristicbased simulation of the evacuee's behaviour.
Past research [8] has examined the use of utility theory [9,10],
game theory [10] and the velocity-obstacle method [11] in
maneuvering decision analysis. Maneuvering decision analysis
provides a mathematical representation for the decisions and
interactions involved in determining the optimum velocity magnitudes and directions for maneuvering in a crowded room.
Maneuvering decision analysis uses a separate decision process
from that of selecting the best exit alternative. Past research
focused on the movement decisions evacuees ought to make to
avoid obstacles and other individuals in getting to a specic exit. In
this paper, a method is presented to determine the decisions
evacuees ought to make to identify the best exit from a set of
alternative exits. While closely related, these papers offer the
needed mathematical techniques to simulate two separate decision processes inherent to evacuations. Validations presented in
past research [1214] and in this paper show the usefulness of
decision analysis in capturing the decision making process of
individuals in egress situations.
Both the structural environment and other individuals in that
environment are considerations when individuals decide between
egress alternatives. Current evacuation simulators incorporate
people in the environment as a variable in the alternative's
objective function. For example, if an evacuee is a follower
personality, then an alternative with a larger the crowd would
be more attractive than one with less. These simulators do not
take into account the interactions that occur between evacuees
during the actual decision making process, but only capture the
122
Fig. 1. Examples of decision regions and egress alternatives. (For interpretation of the references to color in this gure legend, the reader is referred to the web version of this
article.)
and the decision region for a different location in the section, with
a section exit as one of the egress alternatives. Fig. 1C shows two
egress alternatives in blue. The X individual may be able to see into
the regions in which individuals Y and Z reside. However, Y must
pass the blue barrier to see more of the region below and Z must
pass the other blue barrier to see more of the region to the left.
Establishing these meaningful decision regions are important
since the models developed here incorporate interactions with
other individuals. Additionally, these limit the number of alternatives any one individual might have and reduces the number of
individuals interacting directly with one another.
123
1:124
eff
124
4. Beliefs
We can see from the energy expenditure equation formulation
that the beliefs held by an individual have an important role in
determining their best egress alternative. The POIs beliefs used here
include beliefs held on other individuals and beliefs held on the
environment. The beliefs held on individuals (by a POI) pertain to the
most efcient velocities of the other individuals (the opponents).
These beliefs are represented as probability distribution functions for
each opponent in the decision region. The POI must estimate how
much each opponent values each egress alternative in order to be
able to make decisions involving opponent interactions. Therefore,
the POI must estimate the opponents expected utilities. In order to
simplify calculations of the opponents egress alternative expected
utilities, the beliefs of the opponents most efcient velocities are
based off of the POIs most efcient velocity for the normal game
theory form. The opponents age and gender are taken into
consideration in this calculation. The beliefs held by the POI regarding the opponents most efcient velocities are determined using the
previously explained method to randomly determine an individuals
most efcient velocity. In this situation, the random variable in the
calculation is equivalent to the percentile of the POIs most efcient
velocity. Hence, the POI assumes the opponents are of the same
physicality as he is, but adjusts for differences in age and sex.
The beliefs held by an individual on the environment include:
whether a direct path exists between two alternatives; the
distance between alternatives that have direct paths between
them; the energy needed to pass through each alternative; the
waiting time of each alternative; the ow rate for each alternative;
and the section hazard rates. These beliefs may be singular values
or probability distributions. For ease of calculations, the belief of
the existence of a direct path between two alternatives is a single
Boolean value. Also, for simplicity, the energy needed to pass
through an alternative and the ow rate of an alternative are a
singular value. The beliefs on the distance between two alternatives and the waiting time for each alternative are represented
by probability distributions. These beliefs are unique to each
individual.
4.1. Belief updating
In the course of the evacuation, the evacuees are constantly
receiving new information. The new information is either in the
form of a probability distribution or of a singular value. If the new
information affects the beliefs of the individual, then these beliefs
must be updated. If the new information is of a singular value (as
is the case in the belief of whether a direct path exists between
two alternatives) then the prior beliefs are overwritten by the new
information. If the new information is in the form of a probability
distribution (as in the case for information concerning distance
between two alternatives and the waiting time for each alternative), then the new information is combined with the prior
information to form a new posterior distribution. The mathematical technique for combining probability distribution beliefs used
in this paper is Bayes theorem [35].
125
126
127
Table 1
Game form trade-offs.
Beliefs on opponents
Game form
Fidelity
Computational efciency
Singular beliefs
Probabilistic beliefs on some opponents
Probabilistic beliefs on all opponents
Low
Medium
High
High
Medium
Low
128
velocities that are slower and faster than the most efcient
velocities. The more velocities that are examined the more
accurate the games result; however, the number of velocities
must be limited in order to maintain computational efciency.
In the game examples, 5 additional velocities are chosen at equal
distance from each other spanning the range of slightly above 0 to
the POIs maximum velocity. Each type of a player must have the
same strategy set; however, the players themselves do not have to
have the same strategy set.
Fig. 6 shows an example of the form of a game between two
players each of a single type. In Fig. 6, the strategies (set of
alternative and velocity) for the POI player are listed vertically on
the exterior of the game form and the opponents strategies are
listed horizontally. Inside the game form are the expected utilities
for each player associated with the strategy sets of the two players.
Each of these expected utility sets is found at the intersecting box
of the associated player strategies. The expected utilities for each
player may be impacted by the strategy chosen by the other player.
This is a standard visualization tool in game theory [42].
The full form of a Bayesian game where the non-POI player has
5 types is seen in Fig. 7. In Fig. 7 each combination of player types
(referred to as states) consists of the game form [43] seen in Fig. 6.
The set of strategies for each player is the same for the 5 different
states, as is consistent with Bayesian game theory. The opponents
possible most efcient velocities are determined using the distribution related to the opponents sex and age. In this particular
game form the states are related to percentiles correlating to the
opponents most efcient velocity distribution. Below each state
are each players types, as well as the probabilities each player
believes that the other player is of that type. For example, in state
B the POI believes that the opponent is 22% likely to be of type 2.
The probability of each of these states is a result of the use of a
triangular distribution to capture the POIs belief on the opponents most efcient velocity. The use of different beliefs will result
in different Bayes-Nash equilibriums. The triangular distribution
was chosen due to its nature of approximating normal distributions. The distribution used is fully dependent on the beliefs of the
POI, and is likely to not be a triangular distribution after updating
from new information. Since the POI is of one type the opponent
knows for certainty what type the POI is. The expected utilities
that ll the states are calculated using Eq. (7).
A simple example of a Bayesian game is seen in Fig. 8. In this
gure the POI has a belief on another individual, player 2. POI
believes that player 2 has two possible most efcient velocities,
slow and fast. The POI believes that player 2 has a slow most
efcient velocity with 70% certainty and a fast most efcient
velocity with 30% certainty. Player 2 knows the most efcient
velocity of the POI; hence the POI is of a single type in the Bayesian
game. Each player has two alternatives (POI with A and B, and
player 2 with C and D). Within the outcome boxes of the Bayesian
game are the utility values associated with the POI and player 2 (in
the upper left and lower right corners respectively). The blue
boxed utilities represent each of player 2s types best responses
given that the POI chooses a pure strategy of A or B. The POI views
the scenario as a 3 player game. The POIs viewpoint is seen in
Fig. 9, and is used to determine the POIs best responses to a set of
opponent actions. The outcome values in Fig. 9 represent the
expected utilities for the POI given the set of alternatives chosen
by himself and the two player 2 types. Also included in Fig. 9 are
the best responses of each of player 2s types represented by the
blue boxed S and F. From Fig. 9, the Bayes-Nash equilibrium can be
determined as [A, (C,D)]. Given this equilibrium the methodology
would determine the POIs decision to be A.
6.4. Pseudo-Bayesian games
As the number of players in a Bayesian game that have multiple
types increases, so does the complexity of solving the game. This
complexity is due to the consequence that each player type is
viewed as a separate entity in the game (a separate player).
In order to nd a balance between the ability to incorporate
beliefs on an opponent and the simplicity of making singular
assumptions on an opponent, a pseudo-Bayesian game is created.
A pseudo-Bayesian game is formed when the number of people
in a game is less than a certain number. For computational
efciency, the number used in this paper is 4 players. In the
pseudo game, Bayesian players are opponents in the pseudo game
whom the POI has beliefs on their most efcient velocities. Game
players are opponents whom the POI assumes singular beliefs on
their most efcient velocities. The pseudo game is a mixture of
players found in a Bayesian game and players found in a normal
game. The determination of which players are Bayesian and which
Fig. 9. POI numerical example. (For interpretation of the references to color in this
gure legend, the reader is referred to the web version of this article.)
V(m/s),A
1.55, 0
.015, 0
2.41, 0
4.78, 0
1.55, 1
.015, 1
2.41, 1
4.78, 1
1.55, 0 .015, 0
-.852, -.852,
-.65
-8.5
-18.5, -18.5,
-.65
-.580
-.88,
-.88,
-.65
-8.5
-.93,
-.93,
-.65
-8.5
-.65,
-.65,
-.584
-8.5
-8.5,
-8.5,
-.65
-8.5
-.66,
-.66,
-.65
-8.5
-.68,
-.68,
-.65
-8.5
129
2.41, 0 4.78, 0
-.852, -.852,
-.66
-.68
-18.5, -18.5,
-.66
-.68
-.88,
-.88,
-.66
-.68
-.93,
-.93,
-.66
-.68
-.65,
-.65,
-.66
-.68
-8.5,
-8.5,
-.66
-.68
-.66,
-.66,
-.66
-.68
-.68,
-.68,
-.66
-.68
1.55, 1 .015, 1
-.852, -.852,
-.852
-18.5
-18.5, -18.5,
-.852
-18.5
-.88,
-.88,
-.852
-18.5
-.93,
-.93,
-.852
-18.5
-.65,
-.65,
-.852
-18.5
-8.5,
-8.5,
-.852
-18.5
-.66,
-.66,
-.852
-18.5
-.68,
-.68,
-.852
-18.5
2.41, 1
-.852,
-.88
-18.5,
-.88
-.88,
-.88
-.93,
-.88
-.65,
-.88
-8.5,
-.88
-.66,
-.88
-.68,
-.88
4.78, 1
-.852,
-.93
-18.5,
-.93
-.88,
-.93
-.93,
-.93
-.65,
-.93
-8.5,
-.93
-.66,
-.93
-.68,
-.93
130
V(m/s),A
1.55, 0
.015, 0
2.41, 0
4.78, 0
1.55, 1
.015, 1
2.41, 1
4.78, 1
1.55, 0
-.35,
-.65
-18,
-.65
-.38,
-.65
-.43,
-.65
-.65,
-.584
-8.5,
-.65
-.66,
-.65
-.68,
-.65
.015, 0
-.35,
-8.5
-18,
-.580
-.38,
-8.5
-.43,
-8.5
-.65,
-8.5
-8.5,
-8.5
-.66,
-8.5
-.68,
-8.5
2.41, 0
-.35,
-.66
-18,
-.66
-.38,
-.66
-.43,
-.66
-.65,
-.66
-8.5,
-.66
-.66,
-.66
-.68,
-.66
4.78, 0
-.35,
-.68
-18,
-.68
-.38,
-.68
-.43,
-.68
-.65,
-.68
-8.5,
-.68
-.66,
-.68
-.68,
-.68
1.55, 1
-.852,
-.852
-18.5,
-.852
-.88,
-.852
-.93,
-.852
-.15,
-.852
-7.7,
-.852
-.16,
-.852
-.18,
-.852
.015, 1
-.852,
-18.5
-18.5,
-18.5
-.88,
-18.5
-.93,
-18.5
-.15,
-18.5
-7.7,
-18.5
-.16,
-18.5
-.18,
-18.5
2.41, 1
-.852,
-.88
-18.5,
-.88
-.88,
-.88
-.93,
-.88
-.15,
-.88
-7.7,
-.88
-.16,
-.88
-.18,
-.88
4.78, 1
-.852,
-.93
-18.5,
-.93
-.88,
-.93
-.93,
-.93
-.15,
-.93
-7.7,
-.93
-.16,
-.93
-.18,
-.93
Fig. 12. Game theory example normal form individual wants to follow.
6.6. Examples
In this section four examples are presented in order to clearly
represent evacuee interactions as well as the effects of following
others and waiting in queues.
6.6.1. Example 1: Following othersNeutral
The rst example displays the effects of a player with and
without a strong desire to follow another player through an
egress alternative. The environment and initial player positions
are seen in Fig. 10. In this example, egress alternatives 0 and 1 are
identical, with the exception of location. We will rst examine
the situation where both players, whom are identical in traits
(identical to the individual in Section 5.4), are neutral in terms of
their follow rates. In this example Player A is assumed to be a
Game player rather than a Bayesian player. In this example player
X is the POI with a neutral following preference. The game played
from POIs point of view is seen in Fig. 11. The strategies for player
X are seen in the rst column, (velocity, alternative), and player
As strategies are seen in the rst row. The outcome cells are
represented by the boxes at the intersection of strategies. The
outcome cells show the expected utilities for the players given
that strategy combination, with player Xs expected utility
followed by player As. The grey shaded squares indicate Player
Xs preferred strategy to each of Player As strategies. The green
shaded squares indicate Player As preferred strategy to each of
Player Xs strategies. The games solution (Nash equilibrium [42])
is seen highlighted in red. Player As 1st strategy strictly dominates all of his other strategies, as does player Xs 5th strategy.
The equilibrium for the game that Player X believes he is playing
is a pure strategy Nash equilibrium. Player X believes that player
A will choose (1.55 m/s, alternative 0) and he himself should
choose (1.55 m/s, alternative 1). This equilibrium results in each
player choosing their closest door and moving at their most
efcient velocities.
131
Table 2
Corridor evacuation experimental results normal evacuation.
Objective: evacuate normally
Experiment Trial 1
Experiment Trial 2
35
32
Table 3
Corridor evacuation experimental results min individual evacuation time.
Objective: minimize
individual EVAC time
Experiment
Experiment
Experiment
Experiment
18
19
20
19
Trial
Trial
Trial
Trial
1
2
3
4
7. Validation
6.6.3. Example 3: Waiting in queue
The next scenario investigates the effects waiting time has on
the velocity chosen by a player. The environment and initial player
positions for this scenario are seen in Fig. 13. The players traits are
identical. There exists a single egress alternative for this environment. If player X, the POI, were in the room alone then the velocity
that he would choose would be his most efcient velocity of
1.55 m/s. When another player is in the room the POIs utility is
now dependent on the velocity chosen by the other player. The
utility is affected as the POIs wait time at the alternative is
impacted. This wait time is due to the opponent possibly reaching
the alternative slightly earlier than the POI. Each player, in their
respective games that they believe they are playing, has a solution
that is a mixed strategy Nash equilibrium [42]. The strategies with
non-zero probabilities in the mixed Nash equilibrium are for the
individuals to move at their most efcient speed or move at a
slightly faster speed. A velocity that is slightly faster than an
individuals most efcient velocity causes more energy being
consumed moving but less energy consumed waiting if they beat
the opponent to the exit. Since the equilibrium is a mixed strategy,
each simulation run may result in a different strategy being chosen
by each player. This is due to mixed strategies relating to multiple
strategy sets having a probability of being selected. Through this
competition to reduce their waiting times the players velocities
are affected.
132
Table 4
Corridor evacuation identical population comparison.
Objective evacuate normally
identical population
Evacuation
time (s)
Simulation Norm 11
Simulation Norm 12
33.1
32.8
61
66
Table 5
Corridor evacuation simulation results normal evacuation.
Objective evacuate normally
3 random populations
Evacuation
time (s)
(%) of Population
choosing closest exit
Simulation Norm 11
Simulation Norm 2
Simulation Norm 3
33.1
28.5
29.5
61
55
59
Table 7
Other case study validations.
Table 6
Corridor evacuation simulation results min individual evacuation time.
Objective min individual. Time
3 random populations
Evacuation
time (s)
(%) of Population
choosing closest exit
17
19.2
16.8
61
63
66
Study
Experimental
evacuation time (s)
Stapelfeldt (0.8m)
Stapelfeldt (1.5m)
B737-200
50
30
30.5
51.3
34.9
29.4
the hallway. The large room after the hallway doors allows for the
inuence of the people just entering the large room to be
simulated on the people in the process of entering.
For the evacuate normally objective, the hazard rates of the
individuals are randomly chosen amongst a range of relatively low
rates to imply the low hazard of the region. For the minimize
individual time objective, the hazard rates for the population are
set to a constant high value of 0.06 cal/s.
7.1.2. Results
Two simulations are performed with identical populations to
illustrate the possibility of different evacuations occurring. These
simulations consist of evacuees with identical traits. The objectives
of the simulations are to evacuate normally. Fig. 16 shows
visualizations of the two simulations after ten seconds from
simulation start. As can be seen, the evacuees have chosen
different velocities and possibly different egress alternatives that
8. Summary
Human tendencies in evacuations have historically been difcult to model in simulations. Traditionally, evacuation simulators
have used heuristics or primitive objective functions in order to
capture crowd ow. Many of the methods that have been previously proposed have not included the interactions between
evacuees during the egress alternative decision process. As seen
in this paper, the mathematical frameworks of game theory and
decision theory provide a high delity model for describing the
exit decision making process numerically. The decision making
process determines the behaviours of the evacuees, eliminating
the need to model the behaviours directly. A novel formation of
evacuation games was created where the players were the
individual evacuees. Multiple game forms with varying delities
were created to enable trade-offs between accuracy and computational complexity. A unique utility function based on energy
expenditure was developed for exit alternative selection. Furthermore, the incorporation of the evacuees beliefs on the
133
Acknowledgements
This research was funded in part by the National Science
Foundation. The opinions, ndings, and conclusions stated herein
are those of the authors and do not necessarily reect those of the
sponsor.
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